wminsing wrote:Ah yes, I had forgotten that Strikegroups and Squadrons turn Engine rating in a Formation Level bonus. That does go a long way towards making light fighters a lot more interesting- I'm seeing some interesting possibilities in a Wing Commander game....
I had fighters like the Hornet or Arrow in mind when formulating some of these rules

In those examples, first-generation light fighters will pretty much just be flying Engines, providing Formation Points to be used to either defend other fighters or their carriers ("flying escort"). It is assumed that these fighters have some kind of weaponry present, only that it is not powerful enough to count as a full AS/AF point. As your tech gets better, you will eventually be able to mount some actual useful weaponry.
Going back to WC1, the Hornet probably would be a SIZ 1 Light Fighter with 1 Engine and *maybe* 1 AF, if the tech would allow it. A Scimitar would be a SIZ 2 Medium Fighter, with probably 1 AS/1AF plus the 1 Engine, plus at least 1 Defense. The Raptor would be a SIZ 3 Heavy Fighter with most of its extra space given over to AS and Defense. The Rapier, meanwhile, would just be a more advanced SIZ 2 fighter that is able to incorporate more equipment than the old Scimitar could.
Building a 1 Engine, nothing else shuttle flight might seem a bit 'cheap' though to a lot of players. On the other hand it might encourage ships to carry non-combat shuttles, which is a feature in a lot of settings.
Basically, that 1 Engine shuttle would be serving as a forward reconnaissance craft (ala BSG's Raptors, just smaller), and in that light the Formation Level bonus makes some degree of sense. Also, any player that wanted to game the system like that could do it all of once per encounter, because after that he would likely be out of shuttles.
There is also the case that Flights are not going to be instantly delivered to units anymore, so the loss of those shuttles means that the ship won't get any more of them until they return to base and pick some more up. It means a bit more micromanagement in that you have to build Flights at specific planets and then either move your carriers to their location to pick them up for move them via freighters/carriers to their destination, but it also helps to keep Flights from being wholly expendable units that can be instantly replaced.
There will be a special piece of equipment called the Shuttlebay that is roughly half the size of a Carrier slot which provides 1/2 Cargo Rating. This allows a player to more economically add shuttle basing to their ships, which is important in some settings. The Star Trek universe in particular will benefit from this, especially if you wanted to try and simulate the "new" Star Trek universe from the latest movie, where even relatively small ships have tons of shuttlecraft based aboard them.
The Shuttlebay also gives an empire the opportunity to actually specialize in deploying swarms of the things. It would take a lot of miniaturization to ever make them useful, but at some point you could build a shuttle with a gun on it -- at very high tech, mind you. More likely that a player would try to throw on a <= 30 Mass support tech onboard along with the Engine. At TL 5, you could also shove 2 Engine aboard a shuttle, which would means that a horde of 20 of them in a Squadron would provide enough Formation Points to put them in a Formation Level of 4.
-Tyrel